Re: Really Big NSOpenGLView
Re: Really Big NSOpenGLView
- Subject: Re: Really Big NSOpenGLView
- From: publiclook <email@hidden>
- Date: Thu, 3 Jul 2003 08:20:20 -0400
If you search this archive,
http://cocoa.mamasam.com/, you will find a
recent post containing one solution to exactly your problem:
http://cocoa.mamasam.com/COCOADEV/2003/05/1/62911.php
[demime 0.98b removed an attachment of type application/x-gzip which had a name of largeview.tgz]
http://cocoa.mamasam.com/COCOADEV/2002/05/1/33463.php
On Thursday, July 3, 2003, at 12:53 AM, Brent Gulanowski wrote:
>
Hello,
>
>
I'm apparently pushing the limit of my video memory with a context
>
attached to a pretty large view -- seven million pixels (it's an image
>
viewer which takes a bit of a cue from iPhoto -- a really long, narrow
>
view with texture-wrapped polygons that can be scrolled up and down).
>
>
Since only about seven percent of the view is actually visible at one
>
time, this is quite wasteful. I'll start by trying to find a Cocoa
>
solution.
>
>
I think I might be able to make only the clipview the size needed to
>
get the scroll bars to work properly. I might be able to just change
>
the frame of a small, custom GLView so that it always lines up with
>
the bounds of the clipview. Does that sound feasible? Problem is that
>
I have to then manage the scrolling myself so that I can update the
>
views in real time. I'm not sure how to do that.
>
>
Any insights would be much appreciated.
>
>
Now, this might all be a waste of time, since I'm already limiting the
>
viewport of the GL context to exactly the bounds of the clipview, but
>
that wouldn't explain some other issues that I'm getting with GL.
>
>
>
--
>
Brent Gulanowski email@hidden
>
>
We've heard that a million monkeys at a million keyboards could
>
produce the Complete Works of Shakespeare; now, thanks to the
>
Internet, we know this is not true.
>
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